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Thread: How good are Infested Terrans?

  1. #1
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    Default How good are Infested Terrans?

    25 Energy gets you a single Infested Terran. They have 50 hitpoints, have only 5 range, do 5 damage (unupgraded), and die after 20 seconds (on Normal speed, I think). This means that they last for only a brief time when playing on 'Faster'.

    Now, I haven't actually used these guys in a proper game, but just at a glance, I can't think of how they can make an impact in the game.

    I mean, compare it to the Raven's Auto-Turret. The Turret takes 50 Energy to use but has 150 life, does something like 8 damage (can't remember), I think it has 6 range, and it lasts for 180 seconds (on Normal speed, I think).

    I was never really happy with the Raven's Auto-Turret because I'm a firm believer in spells which create more units as falling into the 'Zerg' spectrum of flavour. Zerg units which make MORE Zerg units is very Zergy. So, you can imagine that I was quite excited to hear that the Infestor got this ability back, but in its current incarnation, I can't help but feel that it's kinda lackluster.

    For the same Energy cost, wouldn't you rather have an Auto-Turret? You may argue that unlike the Auto-Turret, Infested Terrans can move, but what's the point of being able to move if they move really slowly and die before they can reach targets outside their immediate area?

    50 Energy also gets you a total of 100 hitpoints (2 Infested Terrans) and that's more susceptible to splash damage than a single Auto-Turret.

    Of course, the x factor is that Ravens are slightly higher up the tech tree.

    Also, 75 Energy will only give you 3 Infested Marines. For that same Energy cost, a High Templar can cast Psi Storm, and Infestors are a little more expensive than High Templar as it is :[.

    I really want to like this spell because it feels very Zergy, but it doesn't seem like it's worth using. What are the first impressions of this ability for you guys? Have you had any success with it in games? What situations do you think it'll be useful in?

    All I can think of is just as fodder, but not very cost-effective ones.
    Last edited by GRUNT; 02-26-2010 at 01:46 AM.

  2. #2

    Default Re: How good are Infested Terrans?

    Going to test them out tonite
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  3. #3

    Default Re: How good are Infested Terrans?

    So far, I have been dramatically underwhelmed by this ability. Same goes for the channeling neural parasite.

    But Fungal Growth actually got buffed quite a bit which is really nice.


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  4. #4
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    Default Re: How good are Infested Terrans?

    How quickly can you cast multiple infested terrans? How feasible would it be to cast say 8 or 9 infested terrans all at once with a group of infesters? If it were possible to create a "flash army" with infesters to provide a quick boost to your forces, I could see them being somewhat useful.

    The other option would be that infested terrans could work as meatshields. Give them twice the hitpoints of a regular marine but slightly less attack and slower movement (and make them last longer than 15 seconds or whatever)

  5. #5

    Default Re: How good are Infested Terrans?

    The main problem with the unit is that you simply don't get Hp or damage output worth the effort. That energy could be going into Fungal Growth or Nerual Parasite. But instead, you spend it on a whimpy unit that can't even out-damage a Marine and doesn't even have the Hp of an upgraded Marine.
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  6. #6

    Default Re: How good are Infested Terrans?

    Yeah they are far too weak and short lived. They should really let you infest buildings instead, I can't remember why they took that out.

  7. #7

    Default Re: How good are Infested Terrans?

    Well I got sidetracked by early game agreesion so I didnt get to build any tonite =/

    I still think there going to be good
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  8. #8

    Default Re: How good are Infested Terrans?

    They should really let you infest buildings instead, I can't remember why they took that out.
    Or they could make them spawn like 3 per cast. Or give them real Hp/damage output. Or any number of small modifications that don't require making up a whole new ability.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  9. #9
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    Default Re: How good are Infested Terrans?

    Quote Originally Posted by Nicol Bolas View Post
    Or they could make them spawn like 3 per cast. Or give them real Hp/damage output. Or any number of small modifications that don't require making up a whole new ability.
    Yeah. I'm cool with keeping the building corrupt thing on the corrupter; it just needs some tweaking. Spawn Infested Terrans does seem like a good ability in theory it just needs some changes to how it's implemented and exactly what its purpose is supposed to be.

  10. #10
    spychi's Avatar SC:L Addict
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    Default Re: How good are Infested Terrans?

    They shouldn't die after time.

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